raze-gles/source/build/src/sdlayer.cpp

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// SDL interface layer for the Build Engine
// Use SDL 1.2 or 2.0 from http://www.libsdl.org
#include <Windows.h>
#include <CommCtrl.h>
#include <signal.h>
#include <string>
# include "glad/glad.h"
#include "a.h"
#include "build.h"
#include "cache1d.h"
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#include "common.h"
#include "compat.h"
#include "engine_priv.h"
#include "osd.h"
#include "palette.h"
#include "renderlayer.h"
#include "sdl_inc.h"
#include "softsurface.h"
#include "m_argv.h"
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#include "mmulti.h"
#include "scriptfile.h"
#include "zstring.h"
#include "gamecvars.h"
#include "../../glbackend/glbackend.h"
#ifdef USE_OPENGL
# include "glbuild.h"
# include "glsurface.h"
#endif
#if defined HAVE_GTK2
# include "gtkbits.h"
#endif
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#if defined __APPLE__
# include "osxbits.h"
# include <mach/mach.h>
# include <mach/mach_time.h>
#elif defined _WIN32
# include "win32/winbits.h"
#endif
#include "vfs.h"
#if SDL_MAJOR_VERSION != 1
static SDL_version linked;
#endif
GameInterface* gi;
FArgs* Args;
#if !defined STARTUP_SETUP_WINDOW
int32_t startwin_open(void) { return 0; }
int32_t startwin_close(void) { return 0; }
int32_t startwin_puts(const char *s) { UNREFERENCED_PARAMETER(s); return 0; }
int32_t startwin_idle(void *s) { UNREFERENCED_PARAMETER(s); return 0; }
int32_t startwin_settitle(const char *s) { UNREFERENCED_PARAMETER(s); return 0; }
int32_t startwin_run(void) { return 0; }
#else
int32_t startwin_open(void) { return gi->startwin_open(); }
int32_t startwin_close(void) { return gi->startwin_close(); }
int32_t startwin_puts(const char* s) { return gi->startwin_puts(s); }
int32_t startwin_idle(void* s) { return gi->startwin_idle(s); }
int32_t startwin_settitle(const char* s) { return gi->startwin_settitle(s); }
int32_t startwin_run(void) { return gi->startwin_run(); }
#endif
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int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
unsigned char syncstate;
/// These can be useful for debugging sometimes...
//#define SDL_WM_GrabInput(x) SDL_WM_GrabInput(SDL_GRAB_OFF)
//#define SDL_ShowCursor(x) SDL_ShowCursor(SDL_ENABLE)
#define SURFACE_FLAGS (SDL_SWSURFACE|SDL_HWPALETTE|SDL_HWACCEL)
// undefine to restrict windowed resolutions to conventional sizes
#define ANY_WINDOWED_SIZE
// fix for mousewheel
int32_t inputchecked = 0;
char quitevent=0, appactive=1, novideo=0;
// video
static SDL_Surface *sdl_surface/*=NULL*/;
#if SDL_MAJOR_VERSION==2
static SDL_Window *sdl_window=NULL;
static SDL_GLContext sdl_context=NULL;
#endif
int32_t xres=-1, yres=-1, bpp=0, fullscreen=0, bytesperline, refreshfreq=-1;
intptr_t frameplace=0;
int32_t lockcount=0;
char modechange=1;
char offscreenrendering=0;
char videomodereset = 0;
static uint16_t sysgamma[3][256];
#ifdef USE_OPENGL
// OpenGL stuff
char nogl=0;
#endif
static int32_t vsync_renderlayer;
int32_t maxrefreshfreq=0;
// last gamma, contrast, brightness
//#define KEY_PRINT_DEBUG
#include "sdlkeytrans.cpp"
static SDL_Surface *appicon = NULL;
#if !defined __APPLE__ && !defined EDUKE32_TOUCH_DEVICES
static SDL_Surface *loadappicon(void);
#endif
static mutex_t m_initprintf;
// Joystick dead and saturation zones
uint16_t joydead[9], joysatur[9];
#ifdef _WIN32
# if SDL_MAJOR_VERSION != 1
//
// win_gethwnd() -- gets the window handle
//
HWND win_gethwnd(void)
{
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
if (SDL_GetWindowWMInfo(sdl_window, &wmInfo) != SDL_TRUE)
return 0;
if (wmInfo.subsystem == SDL_SYSWM_WINDOWS)
return wmInfo.info.win.window;
initprintf("win_gethwnd: Unknown WM subsystem?!\n");
return 0;
}
# endif
//
// win_gethinstance() -- gets the application instance
//
Win64 support! (Meaning it works, not that we recommend it for everyday use.) This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them. git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
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HINSTANCE win_gethinstance(void)
{
Win64 support! (Meaning it works, not that we recommend it for everyday use.) This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them. git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
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return (HINSTANCE)GetModuleHandle(NULL);
}
#endif
int32_t wm_msgbox(const char *name, const char *fmt, ...)
{
char buf[2048];
va_list va;
UNREFERENCED_PARAMETER(name);
va_start(va,fmt);
vsnprintf(buf,sizeof(buf),fmt,va);
va_end(va);
#if defined EDUKE32_OSX
return osx_msgbox(name, buf);
#elif defined _WIN32
MessageBoxA(win_gethwnd(),buf,name,MB_OK|MB_TASKMODAL);
return 0;
#elif defined EDUKE32_TOUCH_DEVICES
initprintf("wm_msgbox called. Message: %s: %s",name,buf);
return 0;
#elif defined GEKKO
puts(buf);
return 0;
#else
# if defined HAVE_GTK2
if (gtkbuild_msgbox(name, buf) >= 0)
return 0;
# endif
# if SDL_MAJOR_VERSION > 1
# if !defined _WIN32
// Replace all tab chars with spaces because the hand-rolled SDL message
// box diplays the former as N/L instead of whitespace.
for (size_t i=0; i<sizeof(buf); i++)
if (buf[i] == '\t')
buf[i] = ' ';
# endif
return SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, name, buf, NULL);
# else
puts(buf);
puts(" (press Return or Enter to continue)");
getchar();
return 0;
# endif
#endif
}
int32_t wm_ynbox(const char *name, const char *fmt, ...)
{
char buf[2048];
va_list va;
UNREFERENCED_PARAMETER(name);
va_start(va,fmt);
vsnprintf(buf,sizeof(buf),fmt,va);
va_end(va);
#if defined EDUKE32_OSX
return osx_ynbox(name, buf);
#elif defined _WIN32
return (MessageBoxA(win_gethwnd(),buf,name,MB_YESNO|MB_ICONQUESTION|MB_TASKMODAL) == IDYES);
#elif defined EDUKE32_TOUCH_DEVICES
initprintf("wm_ynbox called, this is bad! Message: %s: %s",name,buf);
initprintf("Returning false..");
return 0;
#elif defined GEKKO
puts(buf);
puts("Assuming yes...");
return 1;
#else
# if defined HAVE_GTK2
int ret = gtkbuild_ynbox(name, buf);
if (ret >= 0)
return ret;
# endif
# if SDL_MAJOR_VERSION > 1
int r = -1;
const SDL_MessageBoxButtonData buttons[] = {
{
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
0,
"No"
},{
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT,
1,
"Yes"
},
};
SDL_MessageBoxData data = {
SDL_MESSAGEBOX_INFORMATION,
NULL, /* no parent window */
name,
buf,
2,
buttons,
NULL /* Default color scheme */
};
SDL_ShowMessageBox(&data, &r);
return r;
# else
char c;
puts(buf);
puts(" (type 'Y' or 'N', and press Return or Enter to continue)");
do c = getchar(); while (c != 'Y' && c != 'y' && c != 'N' && c != 'n');
return c == 'Y' || c == 'y';
# endif
#endif
}
void wm_setapptitle(const char *name)
{
#ifndef EDUKE32_TOUCH_DEVICES
if (name != apptitle)
Bstrncpyz(apptitle, name, sizeof(apptitle));
#if !defined(__APPLE__)
if (!appicon)
appicon = loadappicon();
#endif
#if SDL_MAJOR_VERSION == 1
SDL_WM_SetCaption(apptitle, NULL);
if (appicon && sdl_surface)
SDL_WM_SetIcon(appicon, 0);
#else
if (sdl_window)
{
SDL_SetWindowTitle(sdl_window, apptitle);
if (appicon)
{
#if defined _WIN32
if (!EDUKE32_SDL_LINKED_PREREQ(linked, 2, 0, 5))
#endif
SDL_SetWindowIcon(sdl_window, appicon);
}
}
#endif
startwin_settitle(apptitle);
#else
UNREFERENCED_PARAMETER(name);
#endif
}
//
//
// ---------------------------------------
//
// System
//
// ---------------------------------------
//
//
/* XXX: libexecinfo could be used on systems without gnu libc. */
#if !defined _WIN32 && defined __GNUC__ && !defined __OpenBSD__ && !(defined __APPLE__ && defined __BIG_ENDIAN__) && !defined GEKKO && !defined EDUKE32_TOUCH_DEVICES && !defined __OPENDINGUX__
# define PRINTSTACKONSEGV 1
# include <execinfo.h>
#endif
static inline char grabmouse_low(char a);
#ifndef __ANDROID__
static void attach_debugger_here(void) {}
static void sighandler(int signum)
{
UNREFERENCED_PARAMETER(signum);
// if (signum==SIGSEGV)
{
grabmouse_low(0);
#if PRINTSTACKONSEGV
{
void *addr[32];
int32_t errfd = fileno(stderr);
int32_t n=backtrace(addr, ARRAY_SIZE(addr));
backtrace_symbols_fd(addr, n, errfd);
}
// This is useful for attaching the debugger post-mortem. For those pesky
// cases where the program runs through happily when inspected from the start.
// usleep(15000000);
#endif
attach_debugger_here();
gi->app_crashhandler();
uninitsystem();
Bexit(EXIT_FAILURE);
}
}
#endif
#ifdef _WIN32
FString currentGame; // Currently there is no global state for the current game. This is a temporary workaround because the video init code needs to do a few things based on the active game.
namespace Duke
{
extern GameInterface Interface;
}
namespace Redneck
{
extern GameInterface Interface;
}
namespace Blood
{
extern GameInterface Interface;
}
namespace ShadowWarrior
{
extern GameInterface Interface;
}
GameInterface *CheckFrontend()
{
FILE* f = fopen("blood.rff", "rb");
if (f)
{
currentGame = "Blood";
fclose(f);
return &Blood::Interface;
}
else
{
f = fopen("redneck.grp", "rb");
if (f)
{
currentGame = "Redneck";
fseek(f, 0, SEEK_END);
auto pos = ftell(f);
// Quick hack to distinguish these two. This won't survive until production but for testing it's sufficient.
if (pos > 190'000'000) currentGame = "RedneckRides";
fclose(f);
return &Redneck::Interface;
}
else
{
f = fopen("sw.grp", "rb");
if (f)
{
currentGame = "ShadowWarrior";
fclose(f);
return &ShadowWarrior::Interface;
}
f = fopen("fury.grp", "rb");
if (f)
{
currentGame = "IonFury";
fclose(f);
return &Duke::Interface;
}
f = fopen("nam.grp", "rb");
if (f)
{
currentGame = "Nam";
fclose(f);
return &Duke::Interface;
}
f = fopen("ww2gi.grp", "rb");
if (f)
{
currentGame = "WW2GI";
fclose(f);
return &Duke::Interface;
}
else
{
currentGame = "Duke";
}
return &Duke::Interface;
}
}
}
void ChooseGame()
{
auto dir = Args->CheckValue("-game");
if (dir && !chdir(dir))
{
gi = CheckFrontend();
return;
}
TArray<FString> paths;
std::vector<std::wstring> wgames;
TArray<TASKDIALOG_BUTTON> buttons;
char* token;
auto script = scriptfile_fromfile("./games.list");
int id = 1000;
while (!scriptfile_eof(script))
{
scriptfile_getstring(script, &token);
if (scriptfile_eof(script))
{
break;
}
FString game = token;
scriptfile_getstring(script, &token);
paths.Push(token);
FStringf display("%s\n%s", game.GetChars(), token);
wgames.push_back(display.WideString());
buttons.Push({ id++, wgames.back().c_str() });
}
if (paths.Size() == 0)
{
exit(1);
}
int nResult = 0;
TASKDIALOGCONFIG stTaskConfig;
ZeroMemory(&stTaskConfig, sizeof(stTaskConfig));
stTaskConfig.cbSize = sizeof(TASKDIALOGCONFIG);
stTaskConfig.hwndParent = NULL;
stTaskConfig.hInstance = NULL;
stTaskConfig.dwFlags = TDF_ALLOW_DIALOG_CANCELLATION| TDF_USE_COMMAND_LINKS;
if (!gi)
{
// Open a popup to select the game.
// The entire startup code just doesn't work right if this isn't checked as the very first thing.
stTaskConfig.pszWindowTitle = L"Demolition";
stTaskConfig.pszMainInstruction = L"Choose your game";
stTaskConfig.pszContent = L"";
stTaskConfig.cButtons = buttons.Size();
stTaskConfig.pButtons = buttons.Data();
stTaskConfig.nDefaultButton = 1000;
if (SUCCEEDED(TaskDialogIndirect(&stTaskConfig, &nResult, NULL, NULL)))
{
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if (nResult >= 1000 && nResult < 1000 +(int)buttons.Size())
{
nResult -= 1000;
chdir(paths[nResult]);
gi = CheckFrontend();
}
}
if (gi == nullptr) exit(1);
}
}
int WINAPI WinMain(HINSTANCE , HINSTANCE , LPSTR , int )
#else
int main(int argc, char *argv[])
#endif
{
#ifdef _WIN32
char* argvbuf;
int32_t buildargc = win_buildargs(&argvbuf);
const char** buildargv = (const char**)Xmalloc(sizeof(char*) * (buildargc + 1));
char* wp = argvbuf;
for (bssize_t i = 0; i < buildargc; i++, wp++)
{
buildargv[i] = wp;
while (*wp) wp++;
}
buildargv[buildargc] = NULL;
#else
auto buildargc = argc;
auto buildargv = argv;
#endif
Args = new FArgs(buildargc, buildargv);
ChooseGame();
#if defined _WIN32 && defined SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING
// Thread naming interferes with debugging using MinGW-w64's GDB.
SDL_SetHint(SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING, "1");
#endif
int32_t r;
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#ifndef _WIN32
setenv("__GL_THREADED_OPTIMIZATIONS", "1", 0);
#endif
buildkeytranslationtable();
#ifndef _WIN32 // catching signals is not really helpful on Windows.
signal(SIGSEGV, sighandler);
signal(SIGILL, sighandler); /* clang -fcatch-undefined-behavior uses an ill. insn */
signal(SIGABRT, sighandler);
signal(SIGFPE, sighandler);
#endif
#if defined(HAVE_GTK2)
// Pre-initialize SDL video system in order to make sure XInitThreads() is called
// before GTK starts talking to X11.
uint32_t inited = SDL_WasInit(SDL_INIT_VIDEO);
if (inited == 0)
SDL_Init(SDL_INIT_VIDEO);
else if (!(inited & SDL_INIT_VIDEO))
SDL_InitSubSystem(SDL_INIT_VIDEO);
gtkbuild_init(&argc, &argv);
#endif
startwin_open();
G_LoadConfig(currentGame);
r = gi->app_main(buildargc, (const char **)buildargv);
startwin_close();
#if defined(HAVE_GTK2)
gtkbuild_exit(r);
#endif
return r;
}
#if SDL_MAJOR_VERSION != 1
int32_t videoSetVsync(int32_t newSync)
{
if (vsync_renderlayer == newSync)
return newSync;
#ifdef USE_OPENGL
if (sdl_context)
{
int result = SDL_GL_SetSwapInterval(newSync);
if (result == -1)
{
if (newSync == -1)
{
newSync = 1;
result = SDL_GL_SetSwapInterval(newSync);
}
if (result == -1)
{
newSync = 0;
OSD_Printf("Unable to enable VSync!\n");
}
}
vsync_renderlayer = newSync;
}
else
#endif
{
/*
vsync_renderlayer = newSync;
videoResetMode();
if (videoSetGameMode(fullscreen, xres, yres, bpp, upscalefactor))
OSD_Printf("restartvid: Reset failed...\n");
*/
}
return newSync;
}
#endif
int32_t sdlayer_checkversion(void);
#if SDL_MAJOR_VERSION != 1
int32_t sdlayer_checkversion(void)
{
SDL_version compiled;
SDL_GetVersion(&linked);
SDL_VERSION(&compiled);
if (!Bmemcmp(&compiled, &linked, sizeof(SDL_version)))
initprintf("Initializing SDL %d.%d.%d\n",
compiled.major, compiled.minor, compiled.patch);
else
initprintf("Initializing SDL %d.%d.%d"
" (built against SDL version %d.%d.%d)\n",
linked.major, linked.minor, linked.patch, compiled.major, compiled.minor, compiled.patch);
if (SDL_VERSIONNUM(linked.major, linked.minor, linked.patch) < SDL_REQUIREDVERSION)
{
/*reject running under SDL versions older than what is stated in sdl_inc.h */
initprintf("You need at least v%d.%d.%d of SDL to run this game\n",SDL_MIN_X,SDL_MIN_Y,SDL_MIN_Z);
return -1;
}
return 0;
}
//
// initsystem() -- init SDL systems
//
int32_t initsystem(void)
{
const int sdlinitflags = SDL_INIT_VIDEO;
mutex_init(&m_initprintf);
#ifdef _WIN32
win_init();
#endif
if (sdlayer_checkversion())
return -1;
int32_t err = 0;
uint32_t inited = SDL_WasInit(sdlinitflags);
if (inited == 0)
err = SDL_Init(sdlinitflags);
else if ((inited & sdlinitflags) != sdlinitflags)
err = SDL_InitSubSystem(sdlinitflags & ~inited);
if (err)
{
initprintf("Initialization failed! (%s)\nNon-interactive mode enabled\n", SDL_GetError());
novideo = 1;
#ifdef USE_OPENGL
nogl = 1;
#endif
}
#if SDL_MAJOR_VERSION > 1
SDL_StopTextInput();
#endif
atexit(uninitsystem);
frameplace = 0;
lockcount = 0;
if (!novideo)
{
#ifdef USE_OPENGL
if (SDL_GL_LoadLibrary(0))
{
initprintf("Failed loading OpenGL Driver. GL modes will be unavailable. Error: %s\n", SDL_GetError());
nogl = 1;
}
#endif
#ifndef _WIN32
const char *drvname = SDL_GetVideoDriver(0);
if (drvname)
initprintf("Using \"%s\" video driver\n", drvname);
#endif
wm_setapptitle(apptitle);
}
return 0;
}
#endif
//
// uninitsystem() -- uninit SDL systems
//
void uninitsystem(void)
{
uninitinput();
timerUninit();
if (appicon)
{
SDL_FreeSurface(appicon);
appicon = NULL;
}
SDL_Quit();
#ifdef USE_OPENGL
# if SDL_MAJOR_VERSION!=1
SDL_GL_UnloadLibrary();
# endif
#endif
}
//
// system_getcvars() -- propagate any cvars that are read post-initialization
//
void system_getcvars(void)
{
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vid_vsync = videoSetVsync(vid_vsync);
}
//
// initprintf() -- prints a formatted string to the intitialization window
//
void initprintf(const char *f, ...)
{
va_list va;
char buf[2048];
va_start(va, f);
Bvsnprintf(buf, sizeof(buf), f, va);
va_end(va);
#ifdef _WIN32
if (IsDebuggerPresent())
OutputDebugStringA(buf);
#endif
initputs(buf);
}
//
// initputs() -- prints a string to the intitialization window
//
void initputs(const char *buf)
{
static char dabuf[2048];
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO,"DUKE", "%s",buf);
#endif
OSD_Puts(buf);
// Bprintf("%s", buf);
mutex_lock(&m_initprintf);
if (Bstrlen(dabuf) + Bstrlen(buf) > 1022)
{
startwin_puts(dabuf);
Bmemset(dabuf, 0, sizeof(dabuf));
}
Bstrcat(dabuf,buf);
if (g_logFlushWindow || Bstrlen(dabuf) > 768)
{
startwin_puts(dabuf);
#ifndef _WIN32
startwin_idle(NULL);
#else
handleevents();
#endif
Bmemset(dabuf, 0, sizeof(dabuf));
}
mutex_unlock(&m_initprintf);
}
//
// debugprintf() -- prints a formatted debug string to stderr
//
void debugprintf(const char *f, ...)
{
#if defined DEBUGGINGAIDS && !(defined __APPLE__ && defined __BIG_ENDIAN__)
va_list va;
va_start(va,f);
Bvfprintf(stderr, f, va);
va_end(va);
#else
UNREFERENCED_PARAMETER(f);
#endif
}
//
//
// ---------------------------------------
//
// All things Input
//
// ---------------------------------------
//
//
// static int32_t joyblast=0;
static SDL_Joystick *joydev = NULL;
#if SDL_MAJOR_VERSION >= 2
static SDL_GameController *controller = NULL;
static void LoadSDLControllerDB()
{
auto fh = fopenFileReader("gamecontrollerdb.txt", 0);
if (!fh.isOpen())
return;
int flen = fh.GetLength();
if (flen <= 0)
{
return;
}
char * dbuf = (char *)malloc(flen + 1);
if (!dbuf)
{
return;
}
if (fh.Read(dbuf, flen) != flen)
{
free(dbuf);
return;
}
dbuf[flen] = '\0';
SDL_RWops * rwops = SDL_RWFromConstMem(dbuf, flen);
if (!rwops)
{
free(dbuf);
return;
}
int i = SDL_GameControllerAddMappingsFromRW(rwops, 1);
if (i == -1)
buildprintf("Failed loading game controller database: %s\n", SDL_GetError());
else
buildputs("Loaded game controller database\n");
free(dbuf);
}
#endif
void joyScanDevices()
{
inputdevices &= ~4;
if (controller)
{
SDL_GameControllerClose(controller);
controller = nullptr;
}
if (joydev)
{
SDL_JoystickClose(joydev);
joydev = nullptr;
}
int numjoysticks = SDL_NumJoysticks();
if (numjoysticks < 1)
{
buildputs("No game controllers found\n");
}
else
{
buildputs("Game controllers:\n");
for (int i = 0; i < numjoysticks; i++)
{
const char * name;
#if SDL_MAJOR_VERSION >= 2
if (SDL_IsGameController(i))
name = SDL_GameControllerNameForIndex(i);
else
#endif
name = SDL_JoystickNameForIndex(i);
buildprintf(" %d. %s\n", i+1, name);
}
#if SDL_MAJOR_VERSION >= 2
for (int i = 0; i < numjoysticks; i++)
{
if ((controller = SDL_GameControllerOpen(i)))
{
buildprintf("Using controller %s\n", SDL_GameControllerName(controller));
joystick.numAxes = SDL_CONTROLLER_AXIS_MAX;
joystick.numButtons = SDL_CONTROLLER_BUTTON_MAX;
joystick.numHats = 0;
joystick.isGameController = 1;
Xfree(joystick.pAxis);
joystick.pAxis = (int32_t *)Xcalloc(joystick.numAxes, sizeof(int32_t));
Xfree(joystick.pHat);
joystick.pHat = nullptr;
inputdevices |= 4;
return;
}
}
#endif
for (int i = 0; i < numjoysticks; i++)
{
if ((joydev = SDL_JoystickOpen(i)))
{
buildprintf("Using joystick %s\n", SDL_JoystickName(joydev));
// KEEPINSYNC duke3d/src/gamedefs.h, mact/include/_control.h
joystick.numAxes = min(9, SDL_JoystickNumAxes(joydev));
joystick.numButtons = min(32, SDL_JoystickNumButtons(joydev));
joystick.numHats = min((36-joystick.numButtons)/4,SDL_JoystickNumHats(joydev));
joystick.isGameController = 0;
initprintf("Joystick %d has %d axes, %d buttons, and %d hat(s).\n", i+1, joystick.numAxes, joystick.numButtons, joystick.numHats);
Xfree(joystick.pAxis);
joystick.pAxis = (int32_t *)Xcalloc(joystick.numAxes, sizeof(int32_t));
Xfree(joystick.pHat);
if (joystick.numHats)
joystick.pHat = (int32_t *)Xcalloc(joystick.numHats, sizeof(int32_t));
else
joystick.pHat = nullptr;
for (int j = 0; j < joystick.numHats; j++)
joystick.pHat[j] = -1; // center
SDL_JoystickEventState(SDL_ENABLE);
inputdevices |= 4;
return;
}
}
buildputs("No controllers are usable\n");
}
}
//
// initinput() -- init input system
//
int32_t initinput(void)
{
int32_t i;
#if defined EDUKE32_OSX
// force OS X to operate in >1 button mouse mode so that LMB isn't adulterated
if (!getenv("SDL_HAS3BUTTONMOUSE"))
{
static char sdl_has3buttonmouse[] = "SDL_HAS3BUTTONMOUSE=1";
putenv(sdl_has3buttonmouse);
}
#endif
inputdevices = 1 | 2; // keyboard (1) and mouse (2)
g_mouseGrabbed = 0;
memset(g_keyNameTable, 0, sizeof(g_keyNameTable));
for (i = SDL_NUM_SCANCODES - 1; i >= 0; i--)
{
if (!keytranslation[i])
continue;
Bstrncpyz(g_keyNameTable[keytranslation[i]], SDL_GetKeyName(SDL_SCANCODE_TO_KEYCODE(i)), sizeof(g_keyNameTable[0]));
}
if (!SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))
{
LoadSDLControllerDB();
joyScanDevices();
}
return 0;
}
//
// uninitinput() -- uninit input system
//
void uninitinput(void)
{
mouseUninit();
if (controller)
{
SDL_GameControllerClose(controller);
controller = NULL;
}
if (joydev)
{
SDL_JoystickClose(joydev);
joydev = NULL;
}
}
const char *joyGetName(int32_t what, int32_t num)
{
static char tmp[64];
switch (what)
{
case 0: // axis
if ((unsigned)num > (unsigned)joystick.numAxes)
return NULL;
if (controller)
{
static char const * axisStrings[] =
{
"Left Stick X-Axis",
"Left Stick Y-Axis",
"Right Stick X-Axis",
"Right Stick Y-Axis",
"Left Trigger",
"Right Trigger",
NULL
};
return axisStrings[num];
}
Bsprintf(tmp, "Axis %d", num);
return (char *)tmp;
case 1: // button
if ((unsigned)num > (unsigned)joystick.numButtons)
return NULL;
if (controller)
{
static char const * buttonStrings[] =
{
"A",
"B",
"X",
"Y",
"Back",
"Guide",
"Start",
"Left Stick",
"Right Stick",
"Left Shoulder",
"Right Shoulder",
"D-Pad Up",
"D-Pad Down",
"D-Pad Left",
"D-Pad Right",
NULL
};
return buttonStrings[num];
}
Bsprintf(tmp, "Button %d", num);
return (char *)tmp;
case 2: // hat
if ((unsigned)num > (unsigned)joystick.numHats)
return NULL;
Bsprintf(tmp, "Hat %d", num);
return (char *)tmp;
default: return NULL;
}
}
//
// initmouse() -- init mouse input
//
void mouseInit(void)
{
mouseGrabInput(g_mouseEnabled = g_mouseLockedToWindow); // FIXME - SA
}
//
// uninitmouse() -- uninit mouse input
//
void mouseUninit(void)
{
mouseGrabInput(0);
g_mouseEnabled = 0;
}
//
// grabmouse_low() -- show/hide mouse cursor, lower level (doesn't check state).
// furthermore return 0 if successful.
//
static inline char grabmouse_low(char a)
{
/* FIXME: Maybe it's better to make sure that grabmouse_low
is called only when a window is ready? */
if (sdl_window)
SDL_SetWindowGrab(sdl_window, a ? SDL_TRUE : SDL_FALSE);
return SDL_SetRelativeMouseMode(a ? SDL_TRUE : SDL_FALSE);
}
//
// grabmouse() -- show/hide mouse cursor
//
void mouseGrabInput(bool grab)
{
if (appactive && g_mouseEnabled)
{
if ((grab != g_mouseGrabbed) && !grabmouse_low(grab))
g_mouseGrabbed = grab;
}
else
g_mouseGrabbed = grab;
g_mousePos.x = g_mousePos.y = 0;
}
void mouseLockToWindow(char a)
{
if (!(a & 2))
{
mouseGrabInput(a);
g_mouseLockedToWindow = g_mouseGrabbed;
}
SDL_ShowCursor((osd && osd->flags & OSD_CAPTURE) ? SDL_ENABLE : SDL_DISABLE);
}
void mouseMoveToCenter(void)
{
if (sdl_window)
2019-09-14 14:33:22 +00:00
{
g_mouseAbs = { xdim >> 1, ydim >> 1 };
SDL_WarpMouseInWindow(sdl_window, g_mouseAbs.x, g_mouseAbs.y);
}
}
//
// setjoydeadzone() -- sets the dead and saturation zones for the joystick
//
void joySetDeadZone(int32_t axis, uint16_t dead, uint16_t satur)
{
joydead[axis] = dead;
joysatur[axis] = satur;
}
//
// getjoydeadzone() -- gets the dead and saturation zones for the joystick
//
void joyGetDeadZone(int32_t axis, uint16_t *dead, uint16_t *satur)
{
*dead = joydead[axis];
*satur = joysatur[axis];
}
//
//
// ---------------------------------------
//
// All things Video
//
// ---------------------------------------
//
//
//
// getvalidmodes() -- figure out what video modes are available
//
static int sortmodes(const void *a_, const void *b_)
{
auto a = (const struct validmode_t *)b_;
auto b = (const struct validmode_t *)a_;
int x;
if ((x = a->fs - b->fs) != 0) return x;
if ((x = a->bpp - b->bpp) != 0) return x;
if ((x = a->xdim - b->xdim) != 0) return x;
if ((x = a->ydim - b->ydim) != 0) return x;
return 0;
}
static char modeschecked=0;
#if SDL_MAJOR_VERSION != 1
void videoGetModes(void)
{
int32_t i, maxx = 0, maxy = 0;
SDL_DisplayMode dispmode;
int const display = r_displayindex < SDL_GetNumVideoDisplays() ? r_displayindex : 0;
if (modeschecked || novideo)
return;
validmodecnt = 0;
// initprintf("Detecting video modes:\n");
// do fullscreen modes first
for (i = 0; i < SDL_GetNumDisplayModes(display); i++)
{
SDL_GetDisplayMode(display, i, &dispmode);
if (!SDL_CHECKMODE(dispmode.w, dispmode.h) ||
(maxrefreshfreq && (dispmode.refresh_rate > maxrefreshfreq)))
continue;
// HACK: 8-bit == Software, 32-bit == OpenGL
SDL_ADDMODE(dispmode.w, dispmode.h, 8, 1);
#ifdef USE_OPENGL
if (!nogl)
SDL_ADDMODE(dispmode.w, dispmode.h, 32, 1);
#endif
if ((dispmode.w > maxx) || (dispmode.h > maxy))
{
maxx = dispmode.w;
maxy = dispmode.h;
}
}
SDL_CHECKFSMODES(maxx, maxy);
// add windowed modes next
// SDL sorts display modes largest to smallest, so we can just compare with mode 0
// to make sure we aren't adding modes that are larger than the actual screen res
SDL_GetDisplayMode(display, 0, &dispmode);
for (i = 0; g_defaultVideoModes[i].x; i++)
{
auto const &mode = g_defaultVideoModes[i];
if (mode.x > dispmode.w || mode.y > dispmode.h || !SDL_CHECKMODE(mode.x, mode.y))
continue;
// 8-bit == Software, 32-bit == OpenGL
SDL_ADDMODE(mode.x, mode.y, 8, 0);
#ifdef USE_OPENGL
if (nogl)
continue;
SDL_ADDMODE(mode.x, mode.y, 32, 0);
#endif
}
qsort((void *)validmode, validmodecnt, sizeof(struct validmode_t), &sortmodes);
modeschecked = 1;
}
#endif
//
// checkvideomode() -- makes sure the video mode passed is legal
//
int32_t videoCheckMode(int32_t *x, int32_t *y, int32_t c, int32_t fs, int32_t forced)
{
int32_t i, nearest=-1, dx, dy, odx=9999, ody=9999;
videoGetModes();
if (c>8
#ifdef USE_OPENGL
&& nogl
#endif
) return -1;
// fix up the passed resolution values to be multiples of 8
// and at least 320x200 or at most MAXXDIMxMAXYDIM
*x = clamp(*x, 320, MAXXDIM);
*y = clamp(*y, 200, MAXYDIM);
for (i = 0; i < validmodecnt; i++)
{
if (validmode[i].bpp != c || validmode[i].fs != fs)
continue;
dx = klabs(validmode[i].xdim - *x);
dy = klabs(validmode[i].ydim - *y);
if (!(dx | dy))
{
// perfect match
nearest = i;
break;
}
if ((dx <= odx) && (dy <= ody))
{
nearest = i;
odx = dx;
ody = dy;
}
}
#ifdef ANY_WINDOWED_SIZE
if (!forced && (fs&1) == 0 && (nearest < 0 || (validmode[nearest].xdim!=*x || validmode[nearest].ydim!=*y)))
return 0x7fffffffl;
#endif
if (nearest < 0)
return -1;
*x = validmode[nearest].xdim;
*y = validmode[nearest].ydim;
return nearest;
}
static void destroy_window_resources()
{
/* We should NOT destroy the window surface. This is done automatically
when SDL_DestroyWindow or SDL_SetVideoMode is called. */
#if SDL_MAJOR_VERSION == 2
if (sdl_context)
SDL_GL_DeleteContext(sdl_context);
sdl_context = NULL;
if (sdl_window)
SDL_DestroyWindow(sdl_window);
sdl_window = NULL;
#endif
}
void sdlayer_setvideomode_opengl(void)
{
glsurface_destroy();
polymost_glreset();
GLInterface.Deinit();
GLInterface.Init();
GLInterface.InitGLState(4, glmultisample);
// I have no idea how to get this info from the lookup tables. Fortunately it is consistent per game.
if (!currentGame.Compare("Blood")) GLInterface.SetShadeDiv(62);
else if (!currentGame.Compare("IonFury")) GLInterface.SetShadeDiv(30);
else GLInterface.SetShadeDiv(26);
2019-10-23 19:11:37 +00:00
GLInterface.mSamplers->SetTextureFilterMode(hw_texfilter, hw_anisotropy);
}
//
// setvideomode() -- set SDL video mode
//
int32_t setvideomode_sdlcommon(int32_t *x, int32_t *y, int32_t c, int32_t fs, int32_t *regrab)
{
if ((fs == fullscreen) && (*x == xres) && (*y == yres) && (c == bpp) && !videomodereset)
return 0;
if (videoCheckMode(x, y, c, fs, 0) < 0)
return -1;
startwin_close();
if (g_mouseGrabbed)
{
*regrab = 1;
mouseGrabInput(0);
}
while (lockcount) videoEndDrawing();
if (sdl_surface)
{
if (bpp > 8)
polymost_glreset();
}
if (!nogl)
{
if (bpp == 8)
glsurface_destroy();
if ((fs == fullscreen) && (*x == xres) && (*y == yres) && (bpp != 0) && !videomodereset)
return 0;
}
else
{
softsurface_destroy();
}
return 1;
}
void setvideomode_sdlcommonpost(int32_t x, int32_t y, int32_t c, int32_t fs, int32_t regrab)
{
wm_setapptitle(apptitle);
#ifdef USE_OPENGL
if (!nogl)
sdlayer_setvideomode_opengl();
#endif
xres = x;
yres = y;
bpp = c;
fullscreen = fs;
// bytesperline = sdl_surface->pitch;
numpages = c > 8 ? 2 : 1;
frameplace = 0;
lockcount = 0;
modechange = 1;
videomodereset = 0;
videoFadePalette(palfadergb.r, palfadergb.g, palfadergb.b, palfadedelta);
if (regrab)
mouseGrabInput(g_mouseLockedToWindow);
}
#if SDL_MAJOR_VERSION!=1
void setrefreshrate(void)
{
int const display = r_displayindex < SDL_GetNumVideoDisplays() ? r_displayindex : 0;
SDL_DisplayMode dispmode;
SDL_GetCurrentDisplayMode(display, &dispmode);
dispmode.refresh_rate = maxrefreshfreq;
SDL_DisplayMode newmode;
SDL_GetClosestDisplayMode(display, &dispmode, &newmode);
char error = 0;
if (dispmode.refresh_rate != newmode.refresh_rate)
{
initprintf("Refresh rate: %dHz\n", newmode.refresh_rate);
error = SDL_SetWindowDisplayMode(sdl_window, &newmode);
}
if (!newmode.refresh_rate)
newmode.refresh_rate = 60;
refreshfreq = error ? -1 : newmode.refresh_rate;
}
int called = 0;
int32_t videoSetMode(int32_t x, int32_t y, int32_t c, int32_t fs)
{
int32_t regrab = 0, ret;
if (called++)
{
assert(0);
}
ret = setvideomode_sdlcommon(&x, &y, c, fs, &regrab);
if (ret != 1)
{
if (ret == 0)
{
setvideomode_sdlcommonpost(x, y, c, fs, regrab);
}
return ret;
}
// deinit
destroy_window_resources();
initprintf("Setting video mode %dx%d (%d-bpp %s)\n", x, y, c, ((fs & 1) ? "fullscreen" : "windowed"));
int const display = r_displayindex < SDL_GetNumVideoDisplays() ? r_displayindex : 0;
SDL_DisplayMode desktopmode;
SDL_GetDesktopDisplayMode(display, &desktopmode);
int const matchedResolution = (desktopmode.w == x && desktopmode.h == y);
int const borderless = (r_borderless == 1 || (r_borderless == 2 && matchedResolution)) ? SDL_WINDOW_BORDERLESS : 0;
#ifdef USE_OPENGL
if (c > 8 || !nogl)
{
int32_t i;
int32_t multisamplecheck = (glmultisample > 0);
if (nogl)
return -1;
struct glattribs
{
SDL_GLattr attr;
int32_t value;
} sdlayer_gl_attributes[] =
{
{ SDL_GL_DOUBLEBUFFER, 1 },
{ SDL_GL_MULTISAMPLEBUFFERS, glmultisample > 0 },
{ SDL_GL_MULTISAMPLESAMPLES, glmultisample },
{ SDL_GL_STENCIL_SIZE, 1 },
{ SDL_GL_ACCELERATED_VISUAL, 1 },
};
do
{
SDL_GL_ATTRIBUTES(i, sdlayer_gl_attributes);
/* HACK: changing SDL GL attribs only works before surface creation,
so we have to create a new surface in a different format first
to force the surface we WANT to be recreated instead of reused. */
sdl_window = SDL_CreateWindow("", windowpos ? windowx : (int)SDL_WINDOWPOS_CENTERED_DISPLAY(display),
windowpos ? windowy : (int)SDL_WINDOWPOS_CENTERED_DISPLAY(display), x, y,
SDL_WINDOW_OPENGL | borderless);
if (sdl_window)
sdl_context = SDL_GL_CreateContext(sdl_window);
if (!sdl_window || !sdl_context)
{
initprintf("Unable to set video mode: %s failed: %s\n", sdl_window ? "SDL_GL_CreateContext" : "SDL_GL_CreateWindow", SDL_GetError());
nogl = 1;
destroy_window_resources();
return -1;
}
gladLoadGLLoader(SDL_GL_GetProcAddress);
if (GLVersion.major < 2)
{
initprintf("Your computer does not support OpenGL version 2 or greater. GL modes are unavailable.\n");
nogl = 1;
destroy_window_resources();
return -1;
}
SDL_SetWindowFullscreen(sdl_window, ((fs & 1) ? (matchedResolution ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN) : 0));
SDL_GL_SetSwapInterval(vsync_renderlayer);
setrefreshrate();
} while (multisamplecheck--);
}
else
#endif // defined USE_OPENGL
{
// init
sdl_window = SDL_CreateWindow("", windowpos ? windowx : (int)SDL_WINDOWPOS_CENTERED_DISPLAY(display),
windowpos ? windowy : (int)SDL_WINDOWPOS_CENTERED_DISPLAY(display), x, y,
borderless);
if (!sdl_window)
SDL2_VIDEO_ERR("SDL_CreateWindow");
setrefreshrate();
if (!sdl_surface)
{
sdl_surface = SDL_GetWindowSurface(sdl_window);
if (!sdl_surface)
SDL2_VIDEO_ERR("SDL_GetWindowSurface");
}
SDL_SetWindowFullscreen(sdl_window, ((fs & 1) ? (matchedResolution ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN) : 0));
}
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
setvideomode_sdlcommonpost(x, y, c, fs, regrab);
return 0;
}
#endif
//
// resetvideomode() -- resets the video system
//
void videoResetMode(void)
{
videomodereset = 1;
modeschecked = 0;
}
//
// begindrawing() -- locks the framebuffer for drawing
//
void videoBeginDrawing(void)
{
if (bpp > 8)
{
if (offscreenrendering) return;
frameplace = 0;
bytesperline = 0;
modechange = 0;
return;
}
// lock the frame
if (lockcount++ > 0)
return;
static intptr_t backupFrameplace = 0;
if (inpreparemirror)
{
//POGO: if we are offscreenrendering and we need to render a mirror
// or we are rendering a mirror and we start offscreenrendering,
// backup our offscreen target so we can restore it later
// (but only allow one level deep,
// i.e. no viewscreen showing a camera showing a mirror that reflects the same viewscreen and recursing)
if (offscreenrendering)
{
if (!backupFrameplace)
backupFrameplace = frameplace;
else if (frameplace != (intptr_t)mirrorBuffer &&
frameplace != backupFrameplace)
return;
}
frameplace = (intptr_t)mirrorBuffer;
if (offscreenrendering)
return;
}
else if (offscreenrendering)
{
if (backupFrameplace)
{
frameplace = backupFrameplace;
backupFrameplace = 0;
}
return;
}
else
#ifdef USE_OPENGL
if (!nogl)
{
frameplace = (intptr_t)glsurface_getBuffer();
}
else
#endif
{
frameplace = (intptr_t)softsurface_getBuffer();
}
if (modechange)
{
bytesperline = xdim;
calc_ylookup(bytesperline, ydim);
modechange=0;
}
}
//
// enddrawing() -- unlocks the framebuffer
//
void videoEndDrawing(void)
{
if (bpp > 8)
{
if (!offscreenrendering) frameplace = 0;
return;
}
if (!frameplace) return;
if (lockcount > 1) { lockcount--; return; }
if (!offscreenrendering) frameplace = 0;
if (lockcount == 0) return;
lockcount = 0;
}
//
// showframe() -- update the display
//
#if SDL_MAJOR_VERSION != 1
void videoShowFrame(int32_t w)
{
UNREFERENCED_PARAMETER(w);
#ifdef USE_OPENGL
if (!nogl)
{
if (bpp > 8)
{
if (palfadedelta)
fullscreen_tint_gl(palfadergb.r, palfadergb.g, palfadergb.b, palfadedelta);
2019-09-19 21:02:57 +00:00
if (playing_blood)
fullscreen_tint_gl_blood();
}
else
{
glsurface_blitBuffer();
}
2019-09-13 19:43:05 +00:00
static uint32_t lastSwapTime = 0;
#ifdef TIMING
cycle_t clock;
clock.Reset();
clock.Clock();
#endif
glFinish();
#ifdef TIMING
clock.Unclock();
OSD_Printf("glfinish time: %2.3f\n", clock.TimeMS());
#endif
SDL_GL_SwapWindow(sdl_window);
2019-09-13 19:43:05 +00:00
lastSwapTime = SDL_GetTicks();
return;
}
#endif
if (offscreenrendering) return;
if (lockcount)
{
printf("Frame still locked %d times when showframe() called.\n", lockcount);
while (lockcount) videoEndDrawing();
}
if (SDL_MUSTLOCK(sdl_surface)) SDL_LockSurface(sdl_surface);
softsurface_blitBuffer((uint32_t*) sdl_surface->pixels, sdl_surface->format->BitsPerPixel);
if (SDL_MUSTLOCK(sdl_surface)) SDL_UnlockSurface(sdl_surface);
if (SDL_UpdateWindowSurface(sdl_window))
{
// If a fullscreen X11 window is minimized then this may be required.
// FIXME: What to do if this fails...
sdl_surface = SDL_GetWindowSurface(sdl_window);
SDL_UpdateWindowSurface(sdl_window);
}
}
#endif
//
// setpalette() -- set palette values
//
int32_t videoUpdatePalette(int32_t start, int32_t num)
{
UNREFERENCED_PARAMETER(start);
UNREFERENCED_PARAMETER(num);
if (bpp > 8)
return 0; // no palette in opengl
#ifdef USE_OPENGL
if (!nogl)
glsurface_setPalette(curpalettefaded);
else
#endif
{
if (sdl_surface)
softsurface_setPalette(curpalettefaded,
sdl_surface->format->Rmask,
sdl_surface->format->Gmask,
sdl_surface->format->Bmask);
}
return 0;
}
//
// setgamma
//
int32_t videoSetGamma(void)
{
if (novideo)
return 0;
return 1;
}
#if !defined __APPLE__ && !defined EDUKE32_TOUCH_DEVICES
extern struct sdlappicon sdlappicon;
static inline SDL_Surface *loadappicon(void)
{
SDL_Surface *surf = SDL_CreateRGBSurfaceFrom((void *)sdlappicon.pixels, sdlappicon.width, sdlappicon.height, 32,
sdlappicon.width * 4, 0xffl, 0xff00l, 0xff0000l, 0xff000000l);
return surf;
}
#endif
//
//
// ---------------------------------------
//
// Miscellany
//
// ---------------------------------------
//
//
int32_t handleevents_peekkeys(void)
{
SDL_PumpEvents();
return SDL_PeepEvents(NULL, 1, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_KEYDOWN);
}
void handleevents_updatemousestate(uint8_t state)
{
g_mouseClickState = state == SDL_RELEASED ? MOUSE_RELEASED : MOUSE_PRESSED;
}
//
// handleevents() -- process the SDL message queue
// returns !0 if there was an important event worth checking (like quitting)
//
int32_t handleevents_sdlcommon(SDL_Event *ev)
{
switch (ev->type)
{
case SDL_MOUSEMOTION:
g_mouseAbs.x = ev->motion.x;
g_mouseAbs.y = ev->motion.y;
// SDL <VER> doesn't handle relative mouse movement correctly yet as the cursor still clips to the
// screen edges
// so, we call SDL_WarpMouse() to center the cursor and ignore the resulting motion event that occurs
// <VER> is 1.3 for PK, 1.2 for tueidj
if (appactive && g_mouseGrabbed)
{
{
g_mousePos.x += ev->motion.xrel;
g_mousePos.y += ev->motion.yrel;
}
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int32_t j;
// some of these get reordered to match winlayer
switch (ev->button.button)
{
default: j = -1; break;
case SDL_BUTTON_LEFT: j = 0; handleevents_updatemousestate(ev->button.state); break;
case SDL_BUTTON_RIGHT: j = 1; break;
case SDL_BUTTON_MIDDLE: j = 2; break;
/* Thumb buttons. */
// On SDL2/Windows and SDL >= 2.0.?/Linux, everything is as it should be.
// If anyone cares about old versions of SDL2 on Linux, patches welcome.
case SDL_BUTTON_X1: j = 3; break;
case SDL_BUTTON_X2: j = 6; break;
}
if (j < 0)
break;
if (ev->button.state == SDL_PRESSED)
g_mouseBits |= (1 << j);
else
2019-09-10 17:06:20 +00:00
g_mouseBits &= ~(1 << j);
if (g_mouseCallback)
g_mouseCallback(j+1, ev->button.state == SDL_PRESSED);
break;
}
case SDL_JOYAXISMOTION:
#if SDL_MAJOR_VERSION >= 2
if (joystick.isGameController)
break;
fallthrough__;
case SDL_CONTROLLERAXISMOTION:
#endif
if (appactive && ev->jaxis.axis < joystick.numAxes)
{
joystick.pAxis[ev->jaxis.axis] = ev->jaxis.value;
int32_t const scaledValue = ev->jaxis.value * 10000 / 32767;
if ((scaledValue < joydead[ev->jaxis.axis]) &&
(scaledValue > -joydead[ev->jaxis.axis]))
joystick.pAxis[ev->jaxis.axis] = 0;
else if (scaledValue >= joysatur[ev->jaxis.axis])
joystick.pAxis[ev->jaxis.axis] = 32767;
else if (scaledValue <= -joysatur[ev->jaxis.axis])
joystick.pAxis[ev->jaxis.axis] = -32767;
else
joystick.pAxis[ev->jaxis.axis] = joystick.pAxis[ev->jaxis.axis] * 10000 / joysatur[ev->jaxis.axis];
}
break;
case SDL_JOYHATMOTION:
{
int32_t hatvals[16] = {
-1, // centre
0, // up 1
9000, // right 2
4500, // up+right 3
18000, // down 4
-1, // down+up!! 5
13500, // down+right 6
-1, // down+right+up!! 7
27000, // left 8
27500, // left+up 9
-1, // left+right!! 10
-1, // left+right+up!! 11
22500, // left+down 12
-1, // left+down+up!! 13
-1, // left+down+right!! 14
-1, // left+down+right+up!! 15
};
if (appactive && ev->jhat.hat < joystick.numHats)
joystick.pHat[ev->jhat.hat] = hatvals[ev->jhat.value & 15];
break;
}
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
#if SDL_MAJOR_VERSION >= 2
if (joystick.isGameController)
break;
fallthrough__;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
#endif
if (appactive && ev->jbutton.button < joystick.numButtons)
{
if (ev->jbutton.state == SDL_PRESSED)
joystick.bits |= 1 << ev->jbutton.button;
else
joystick.bits &= ~(1 << ev->jbutton.button);
}
break;
case SDL_QUIT:
quitevent = 1;
return -1;
}
return 0;
}
int32_t handleevents_pollsdl(void);
#if SDL_MAJOR_VERSION != 1
// SDL 2.0 specific event handling
int32_t handleevents_pollsdl(void)
{
int32_t code, rv=0, j;
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
switch (ev.type)
{
case SDL_TEXTINPUT:
j = 0;
do
{
code = ev.text.text[j];
if (code != g_keyAsciiTable[OSD_OSDKey()] && !keyBufferFull())
{
if (OSD_HandleChar(code))
keyBufferInsert(code);
}
} while (j < SDL_TEXTINPUTEVENT_TEXT_SIZE-1 && ev.text.text[++j]);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
{
auto const &sc = ev.key.keysym.scancode;
code = keytranslation[sc];
// Modifiers that have to be held down to be effective
// (excludes KMOD_NUM, for example).
static const int MODIFIERS =
KMOD_LSHIFT|KMOD_RSHIFT|KMOD_LCTRL|KMOD_RCTRL|
KMOD_LALT|KMOD_RALT|KMOD_LGUI|KMOD_RGUI;
// XXX: see osd.c, OSD_HandleChar(), there are more...
if (ev.key.type == SDL_KEYDOWN && !keyBufferFull() &&
(sc == SDL_SCANCODE_RETURN || sc == SDL_SCANCODE_KP_ENTER ||
sc == SDL_SCANCODE_ESCAPE ||
sc == SDL_SCANCODE_BACKSPACE ||
sc == SDL_SCANCODE_TAB ||
(((ev.key.keysym.mod) & MODIFIERS) == KMOD_LCTRL &&
(sc >= SDL_SCANCODE_A && sc <= SDL_SCANCODE_Z))))
{
char keyvalue;
switch (sc)
{
case SDL_SCANCODE_RETURN: case SDL_SCANCODE_KP_ENTER: keyvalue = '\r'; break;
case SDL_SCANCODE_ESCAPE: keyvalue = 27; break;
case SDL_SCANCODE_BACKSPACE: keyvalue = '\b'; break;
case SDL_SCANCODE_TAB: keyvalue = '\t'; break;
default: keyvalue = sc - SDL_SCANCODE_A + 1; break; // Ctrl+A --> 1, etc.
}
if (OSD_HandleChar(keyvalue))
keyBufferInsert(keyvalue);
}
else if (ev.key.type == SDL_KEYDOWN &&
ev.key.keysym.sym != g_keyAsciiTable[OSD_OSDKey()] && !keyBufferFull() &&
!SDL_IsTextInputActive())
{
/*
Necessary for Duke 3D's method of entering cheats to work without showing IMEs.
SDL_TEXTINPUT is preferable overall, but with bitmap fonts it has no advantage.
*/
SDL_Keycode keyvalue = ev.key.keysym.sym;
if ('a' <= keyvalue && keyvalue <= 'z')
{
if (!!(ev.key.keysym.mod & KMOD_SHIFT) ^ !!(ev.key.keysym.mod & KMOD_CAPS))
keyvalue -= 'a'-'A';
}
else if (ev.key.keysym.mod & KMOD_SHIFT)
{
switch (keyvalue)
{
case '\'': keyvalue = '"'; break;
case ',': keyvalue = '<'; break;
case '-': keyvalue = '_'; break;
case '.': keyvalue = '>'; break;
case '/': keyvalue = '?'; break;
case '0': keyvalue = ')'; break;
case '1': keyvalue = '!'; break;
case '2': keyvalue = '@'; break;
case '3': keyvalue = '#'; break;
case '4': keyvalue = '$'; break;
case '5': keyvalue = '%'; break;
case '6': keyvalue = '^'; break;
case '7': keyvalue = '&'; break;
case '8': keyvalue = '*'; break;
case '9': keyvalue = '('; break;
case ';': keyvalue = ':'; break;
case '=': keyvalue = '+'; break;
case '[': keyvalue = '{'; break;
case '\\': keyvalue = '|'; break;
case ']': keyvalue = '}'; break;
case '`': keyvalue = '~'; break;
}
}
else if (ev.key.keysym.mod & KMOD_NUM) // && !(ev.key.keysym.mod & KMOD_SHIFT)
{
switch (keyvalue)
{
case SDLK_KP_1: keyvalue = '1'; break;
case SDLK_KP_2: keyvalue = '2'; break;
case SDLK_KP_3: keyvalue = '3'; break;
case SDLK_KP_4: keyvalue = '4'; break;
case SDLK_KP_5: keyvalue = '5'; break;
case SDLK_KP_6: keyvalue = '6'; break;
case SDLK_KP_7: keyvalue = '7'; break;
case SDLK_KP_8: keyvalue = '8'; break;
case SDLK_KP_9: keyvalue = '9'; break;
case SDLK_KP_0: keyvalue = '0'; break;
case SDLK_KP_PERIOD: keyvalue = '.'; break;
case SDLK_KP_COMMA: keyvalue = ','; break;
}
}
switch (keyvalue)
{
case SDLK_KP_DIVIDE: keyvalue = '/'; break;
case SDLK_KP_MULTIPLY: keyvalue = '*'; break;
case SDLK_KP_MINUS: keyvalue = '-'; break;
case SDLK_KP_PLUS: keyvalue = '+'; break;
}
if ((unsigned)keyvalue <= 0x7Fu)
{
if (OSD_HandleChar(keyvalue))
keyBufferInsert(keyvalue);
}
}
// initprintf("SDL2: got key %d, %d, %u\n", ev.key.keysym.scancode, code, ev.key.type);
// hook in the osd
if ((j = OSD_HandleScanCode(code, (ev.key.type == SDL_KEYDOWN))) <= 0)
{
if (j == -1) // osdkey
{
for (j = 0; j < NUMKEYS; ++j)
{
if (keyGetState(j))
{
if (keypresscallback)
keypresscallback(j, 0);
}
keySetState(j, 0);
}
}
break;
}
if (ev.key.type == SDL_KEYDOWN)
{
if (!keyGetState(code))
{
if (keypresscallback)
keypresscallback(code, 1);
}
keySetState(code, 1);
}
else
{
# if 1
// The pause key generates a release event right after
// the pressing one. As a result, it gets unseen
// by the game most of the time.
if (code == 0x59) // pause
break;
# endif
keySetState(code, 0);
if (keypresscallback)
keypresscallback(code, 0);
}
break;
}
case SDL_MOUSEWHEEL:
// initprintf("wheel y %d\n",ev.wheel.y);
if (ev.wheel.y > 0)
{
g_mouseBits |= 16;
if (g_mouseCallback)
g_mouseCallback(5, 1);
}
if (ev.wheel.y < 0)
{
g_mouseBits |= 32;
if (g_mouseCallback)
g_mouseCallback(6, 1);
}
break;
case SDL_WINDOWEVENT:
switch (ev.window.event)
{
case SDL_WINDOWEVENT_FOCUS_GAINED:
case SDL_WINDOWEVENT_FOCUS_LOST:
appactive = (ev.window.event == SDL_WINDOWEVENT_FOCUS_GAINED);
if (g_mouseGrabbed && g_mouseEnabled)
grabmouse_low(appactive);
break;
case SDL_WINDOWEVENT_MOVED:
{
if (windowpos)
{
windowx = ev.window.data1;
windowy = ev.window.data2;
}
r_displayindex = SDL_GetWindowDisplayIndex(sdl_window);
modeschecked = 0;
videoGetModes();
break;
}
case SDL_WINDOWEVENT_ENTER:
g_mouseInsideWindow = 1;
break;
case SDL_WINDOWEVENT_LEAVE:
g_mouseInsideWindow = 0;
break;
}
break;
default:
rv = handleevents_sdlcommon(&ev);
break;
}
}
return rv;
}
#endif
int32_t handleevents(void)
{
int32_t rv;
if (inputchecked && g_mouseEnabled)
{
if (g_mouseCallback)
{
if (g_mouseBits & 16)
g_mouseCallback(5, 0);
if (g_mouseBits & 32)
g_mouseCallback(6, 0);
}
g_mouseBits &= ~(16 | 32);
}
rv = handleevents_pollsdl();
inputchecked = 0;
timerUpdateClock();
#ifndef _WIN32
startwin_idle(NULL);
#endif
return rv;
}
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.